Oath of the Outcast Quest Overlord OP

By Kerensky18, in Descent: Journeys in the Dark

I find that it's impossible for the heroes to win Oath of the Outcast if the Overlord has at least one dash card by turn three they can fly both Razor Wings off of the map while using the spiders to block the hallway by turn three. We lost badly when we played this due to the above. What is your opinions?

I find that it's impossible for the heroes to win Oath of the Outcast if the Overlord has at least one dash card by turn three they can fly both Razor Wings off of the map while using the spiders to block the hallway by turn three. We lost badly when we played this due to the above. What is your opinions?

I haven't played this quest. However, even if it's true that the OL can win easily with a "Dash" card,, the Oath of the Outcast expansion also provides Mok as a healer, who can use his heroic feat to deprive the OL of his dash card during any of his turns.

I haven't yet played this particular quest, but I will say that there are other quests where the OL is an overwhelming favorite if he is lucky enough or planned well to have one or both Dash cards in his hand. This is the nature of the beast, especially with some of the "race" encounters/quests.

At the same time, I also know of multiple encounter's/quests where with the right heroes (speed/fatigue/heroic feats/abilities/etc.), the OL stands no chance, as the heroes can often move next to the goal in their very first turn, and achieve victory without the OL ever getting a single turn.

Again, much just depends on the makeup of the encounter/quest, the heroes in question, and the OL's deck, etc.

The problem is that we can't make it through the hallway in enough time in turn one due to the Ol blocking the path with beastment and then there is a door. This allows the Ol to move Bane spiders in the hallway to block our progress and then the razer wings can just fly over us the next turn.

The problem is that we can't make it through the hallway in enough time in turn one due to the Ol blocking the path with beastment and then there is a door. This allows the Ol to move Bane spiders in the hallway to block our progress and then the razer wings can just fly over us the next turn.

Blast would be your friend in this situation.

That can take out the beastman but each spider is a large model so we can only target one. The only way the players can get through is if they had high damage characters that rolled high.

That can take out the beastman but each spider is a large model so we can only target one. The only way the players can get through is if they had high damage characters that rolled high.

There are a couple heroes that let you bypass monsters if killing them fast enough isn't an option. Tinashi (from SoN) and Tomble (from the base game) both have heroic feats that allow them to teleport. Any scout character could be the thief, who has a skill that lets him move through enemy figures. Durik (from LoR) can move through monsters for extra movement points, or using his heroic feat. The skirmisher (SoN) has a skill that would let him move through AND attack those monsters.

It's entirely possible that your particular group of heroes is not well equipped to deal with this scenario with your current gear/skill set. In that case, the OL made a good choice playing the Rumor.

So I've played this quest as heroes. We won it but we weren't able to get ANY of the treasure tokens aside from one, and it was a secret room we chose not to explore. We pretty much set up a blockade between the first room with water and the lava hallway. Also we had a hexer with the ability that makes things take damage every time they move. So that countered razorwings nicely. It wasn't an instant win strategy however, and like I said we had to pretty much stay in the first couple areas and form a blockade. It was super close though, and the OL was one token away from winning when we made her drop the last urn.

We left them on the ground and then smashed them all at once so even if spiders popped out, we'd still find the correct urn and win the mission.

It was brutal and she got a few threat tokens but we won it. It's a burtal mission for the heroes for sure since there is NO reward in act 1 aside form "overlord doesn't get a cool card."

The Act 2 reward of nerfing down Cursed monsters can make the campaign finale easier though... ESPECIALLY if you are playing Shadows of Nerhkal, because changlings are civilized/cursed type.

Edit for our party setup (3 XP):
Trenloe Skirmisher
Rendiel Bard (Me)

Laurel Wildlander

Shiver Hexer

OL Infector class(3 XP), Lieutenant Queen Ariad

Edited by Carbini

The razer wings can fly over the party also I was referencing the bane spiders not cave spiders as there were no urns on the map. May try the hexer sometime.

Edited by Kerensky18

Remember that while most of the quests are pretty well balanced in terms of basic objectives, there are so many possible party compositions COMBINED with the amount of overlord deck/lieutenant possibilities that any quest can get skewed in both directions. We had an answer in our party with the hexer, and that brought down probably 3-4 of the 8 razorwings, but your party clearly wasn't built for such a situation (we also had a wildlander with first strike... pew pew:)).

Descent is much more balanced when you look at it in terms of an entire campaign. If you have a slow and steady party up against a quest that has razorwings dashing over you, you may want to try and just turn the quest into a treasure run and see how much gold you can grab, then go into the next quest with a new sword and a new objective.

Sure the OL will get a new OL card for winning, but if you pull out 75-100 gold from a side quest then you really boost yourself up for the interlude, and transition into Act 2 nicely.

That hexer ability does damage to a monster as it moves is positively annoying as an OL when your objective is to get a monster off the map.

Remember that while most of the quests are pretty well balanced in terms of basic objectives, there are so many possible party compositions COMBINED with the amount of overlord deck/lieutenant possibilities that any quest can get skewed in both directions.

This^ ! definitely true, some hero combinations make some quests cakewalks while making others rather dificult - this really is just part of the game. This is why it pays to have a well rounded party as much as possible, but even then you cant have everything.

Ideally a good healer, a good single target attacker, a good multi target attacker and someone who can move around a heap to grab search tokens.

Edited by BentoSan